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Diffstat (limited to 'effects.cpp')
-rw-r--r--effects.cpp12
1 files changed, 9 insertions, 3 deletions
diff --git a/effects.cpp b/effects.cpp
index d006941..67f0887 100644
--- a/effects.cpp
+++ b/effects.cpp
@@ -201,7 +201,8 @@ Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_c
Assert(&BitmapInfo->Test);
gl_effect_layer Test = BitmapInfo->Test;
- glBindRenderbuffer(GL_RENDERBUFFER, Test.RBO);
+ // glBindRenderbuffer(GL_RENDERBUFFER, Test.RBO);
+ /*
glUseProgram(TGL.ShaderProgram);
int vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Start");
@@ -216,6 +217,7 @@ Levels(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, property_c
glUniform4f(vertexColorLocation, Mid.r, Mid.g, Mid.b, Mid.a);
vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "EndCol");
glUniform4f(vertexColorLocation, End.r, End.g, End.b, End.a);
+ */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
@@ -233,13 +235,15 @@ GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, prop
real32 Radius = Property[0].CurrentValue.f;
gl_effect_layer *Test = &BitmapInfo->Test;
- glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
+ // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
+ /*
glUseProgram(TGL.ShaderProgram);
int vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Radius");
glUniform1f(vertexColorLocation, Radius + 1.60f);
vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction");
glUniform2f(vertexColorLocation, 1.0f, 0.0f);
+ */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
@@ -250,11 +254,13 @@ GaussianBlur(source *Source, layer_bitmap_info *BitmapInfo, memory *Memory, prop
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]);
TestGL_InitTexture(&BitmapInfo->Test, Data, Width, Height);
- glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
+ // glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
+ /*
glUseProgram(TGL.ShaderProgram);
vertexColorLocation = glGetUniformLocation(TGL.ShaderProgram, "Direction");
glUniform2f(vertexColorLocation, 0.0f, 1.0f);
+ */
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glReadPixels(0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, &Data[0]);